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You are here: FFG Forums /  Miniatures /  X-Wing

X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: ffgjoshFFGMarkGecko Topics: 1403 | Posts: 17065
Commander Cards?
Published on 18 October 2012 - 20:36:01
Page 2 of 2 (25 messages) « First page... 1 2
Reply #16 | Published on 19 October 2012 - 13:40:59

 While I like the idea to a degree, I don't think it will or should be implemented. That being said, if it were to happen this is how I envision it working. You would pick a Commander/Squadron Card before the game which would have 2 stats common to all such cards, and a unique ability. The first stat would be Initiative. The higher initiative commander/squadron in the game gives their squad initiative…not point build. The second stat would be a build total modifier. So to throw a random, poorly thought out example on the table…. "Grand Admiral Thrawn. Initiative 10. PB -7. Superior Tactics: You may wait until the beginning of the combat phase to perform any number of available actions. Fluff: Thrawn was an opponent to be feared for his ability to do more with less in any engagement."

If you expected something witty here, well…you probably didn't read the rest of my post. Shame on you.

Reply #17 | Published on 19 October 2012 - 14:00:14

KarmikazeKidd said:

 While I like the idea to a degree, I don't think it will or should be implemented. That being said, if it were to happen this is how I envision it working. You would pick a Commander/Squadron Card before the game which would have 2 stats common to all such cards, and a unique ability. The first stat would be Initiative. The higher initiative commander/squadron in the game gives their squad initiative…not point build. The second stat would be a build total modifier. So to throw a random, poorly thought out example on the table…. "Grand Admiral Thrawn. Initiative 10. PB -7. Superior Tactics: You may wait until the beginning of the combat phase to perform any number of available actions. Fluff: Thrawn was an opponent to be feared for his ability to do more with less in any engagement."

Honestly, I think that's even more powerful than I'd want.  I'd almost prefer the card just be one free floating action or something to that effect.  

"I am Captain Soontir Fel.  I will teach you how to fly & how to survive.  If you think you know better than me, all I can teach you is how to die."

Reply #18 | Published on 19 October 2012 - 14:42:32

 I, for one, really like this idea. I don't think it should be used in tournaments, but that's alright because I think a lot of games are being played just for fun. This mechanic would be a neat optional rule that can affect gameplay in ways that aren't possible with normal upgrades, particularly because they should be global effects or effects that only target one fighter per round, or something.

I agree that commander cards should do relatively small things. The example of letting one fighter take a free focus action is a good one. You could also modify commander abilities by requiring a die roll to see if the effect happens or not.

Finally, I think it would be interesting if different commanders had different squad-building costs, so including a commander actually takes up part of your 100-point squad.

Reply #19 | Published on 19 October 2012 - 17:46:11

I am inspired by this idea, I think ill work on a custom for each side, lets say ackbar and thrawn. Gimmie a bit and lemme see what i can come up with.

Without Signature

Reply #20 | Published on 19 October 2012 - 19:07:03

Ok heres what i came up with. Play test em and tell me what should be adjusted. The cost might be a bit high or too low for one thing.

SPECIAL RULES

These cards play to table where your other pilot cards play but are NOT legal targets. Think of them as commander effects. The action on these cards is usable by your ships AS ONE OF ITS LEGAL ACTIONS. So for example Vader would be able to use Thrawns action on top of his 2  actions, unless he used a barrel roll this turn. SO for Thrawn its basically a free barrel roll action to the imps, for Ackbar the ship using that action takes 2 face down hits but basically gets a free critical hit on its target. So its like sacrificing your shields for a crit, which could be a fair trade off.

Anyway enjoy!

Without Signature

Reply #21 | Published on 19 October 2012 - 19:37:48

I can justify most of the Pilot Abilities in the game, because of the personas of the pilots themselves.  I can't find an explanation, at all, why having some Admiral that is removed by three chains of command would make me better at a barrel roll.  

"I am Captain Soontir Fel.  I will teach you how to fly & how to survive.  If you think you know better than me, all I can teach you is how to die."

Reply #22 | Published on 19 October 2012 - 19:45:30

Its just providing a free barrel roll action, call it better maneuver training if u want :P

Without Signature

Reply #23 | Published on 19 October 2012 - 20:00:07

Anyway yeah just tryin to come up with actions that can be used by the pilots to make the mechanic of the commanders work, so far i am liking it and cant wait to play test it. I choose thrawns because i think the free barrel roll action will make the imps much harder to deal with. After all he is Thrawn, not everything has to be super technical. Its for fun so enjoy it :) If u dont like them hey they r customs u dont gotta play em lol. Like i said this is just what i came up with. Plus I think these would be meant to be played with 100 pt games. Not small games.

Just made another 2 commanders. Admiral Drayson and Admiral Piett, I think they can play well against each other. Remember these ones arent stating that they r free actions, So these ones would be your ships action similar to using a marksmanship upgrade.

 

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Reply #24 | Published on 20 October 2012 - 07:27:19
Those are some neat ideas, Yagyu. I think they may be a bit more powerful than I was imagining. How about these ideas for Ackbar and Thrawn:
 
Admiral Ackbar: once per round, if an enemy ship is in the firing arc of an enemy attacking one of your ships, roll one attack die against the first ship.
 
Grand Admiral Thrawn: For the duration of this game, your ships count as obstructions to your enemies.
 
Ackbar's ability is basically a starfighter version of the Ackbar Slash. Thrawn's ability is adapted from his defensive move where he has the top of the capital ship provide cover for the fighters. In this case, it's fighters providing cover for other fighters.
Reply #25 | Published on 20 October 2012 - 20:36:00

Ok thx for the suggestions budgernaut, I wanted to keep these cards still as action based but here are the revised thrawn and ackbar using the ideas you presented. I had to reword them just a bit to still make them action based but they basically still work the same as u suggested.

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